Freetown Village: Redesigning Platform Experience and Revenue Sustainability

Freetown Village: Redesigning Platform Experience and Revenue Sustainability

Freetown Village: Redesigning Platform Experience and Revenue Sustainability

Transforming a static nonprofit website into a scalable platform with built-in monetization.

Transforming a static nonprofit website into a scalable platform with built-in monetization.

Transforming a static nonprofit website into a scalable platform with built-in monetization.

RESPONSIBILITIES

RESPONSIBILITIES

RESPONSIBILITIES

User Research

User Research

User Research

User Research

Prototyping

Prototyping

Prototyping

Prototyping

Subscription Model Design

Subscription Model Design

Subscription Model Design

Subscription Model Design

Competitive analysis

Competitive analysis

Competitive analysis

Competitive analysis

Community Experience Design

Community Experience Design

Community Experience Design

Community Experience Design

Information Architecture

Information Architecture

Information Architecture

Information Architecture

User Flow Design

User Flow Design

User Flow Design

User Flow Design

Cultural Systems Design

Cultural Systems Design

Cultural Systems Design

Cultural Systems Design

My Role

My Role

My Role

User & Business Research, Experience Strategy, Prototyping

User & Business Research, Experience Strategy, Prototyping

User & Business Research, Experience Strategy, Prototyping

User & Business Research, Experience Strategy, Prototyping

Team

Team

Team

Product Designers, Cultural Partners, Backend Engineers

Product Designers, Cultural Partners, Backend Engineers

Product Designers, Cultural Partners, Backend Engineers

Product Designers, Cultural Partners, Backend Engineers

Duration

Duration

Duration

12 Weeks

12 Weeks

12 Weeks

12 Weeks

Industry

Industry

Industry

B2C

B2C

B2C

B2C

OVERVIEW

OVERVIEW

OVERVIEW

Freetown Village is a living history museum that preserves African American history through live performances, storytelling, and community dialogue. Unlike traditional museums, Freetown Village’s value lies in embodied, shared experiences, not static exhibits.

Freetown Village is a living history museum that preserves African American history through live performances, storytelling, and community dialogue. Unlike traditional museums, Freetown Village’s value lies in embodied, shared experiences, not static exhibits.

Community Driven

Community Driven

Live performances and storytelling that

brings history to life through shared experiences

Live performances and storytelling that

brings history to life through shared experiences

Live performances and storytelling that brings history to life through shared experiences

Live performances and storytelling that brings history to life through shared experiences

Cultural Heritage

Cultural Heritage

Preserving African American history through authentic dialogue and education

Preserving African American history through authentic dialogue and education

Living History

Living History

Dynamic, embodied experiences that

go beyond any traditional museum exhibits

Dynamic, embodied experiences that

go beyond any traditional museum exhibits

Dynamic, embodied experiences that go beyond any traditional museum exhibits

Dynamic, embodied experiences that go beyond any traditional museum exhibits

The final outcome is not just a digital product, but a cultural platform that combines:

The final outcome is not just a digital product, but a cultural platform that combines:

The final outcome is not just a digital product, but a cultural platform that combines:

  • Watch Parties

  • A personal 3D museum

  • Revenue Model

  • IoT enabled ecosystem

  • Watch Parties

  • A personal 3D museum

  • Revenue Model

  • IoT enabled ecosystem

  • Watch Parties

  • A personal 3D museum

  • Revenue Model

  • IoT enabled ecosystem

UNDERSTAND

UNDERSTAND

UNDERSTAND

Research & Problem Definition

Research & Problem Definition

Research & Problem Definition

Research & Problem Definition

This was not approached as a typical “design a feature” problem. We treated it as a systemic challenge across users, culture, business, and technology.

This was not approached as a typical “design a feature” problem. We treated it as a systemic challenge across users, culture, business, and technology.

This was not approached as a typical “design a feature” problem. We treated it as a systemic challenge across users, culture, business, and technology.

Research Methods

Research Methods

Research Methods

Stakeholder Interviews

Stakeholder Interviews

Museum leadership, artists, historians

Museum leadership, artists, historians

Competitive Research

Competitive Research

Identifying market gaps.

Identifying market gaps.

Focus Groups

Focus Groups

Exploring trust and community.

Exploring trust and community.

User Interviews

User Interviews

Understanding user motivations.

Understanding user motivations.

Early Usability Testing

Early Usability Testing

Validating core interactions.

Validating core interactions.

Data Synthesis

Data Synthesis

Synthesizing insights and data.

Synthesizing insights and data.

Stakeholder & Organizational Research

Stakeholder & Organizational Research

Stakeholder & Organizational Research

Key Findings

Key Findings

Key Findings

Key Findings

  • 80% of revenue comes from grants

  • Grant cycles are competitive and unpredictable

  • In-person performances are the strongest engagement driver

  • Current digital presence is informational, not experiential

  • 80% of revenue comes from grants

  • Grant cycles are competitive and unpredictable

  • In-person performances are the strongest engagement driver

  • Current digital presence is informational, not experiential

  • 80% of revenue comes from grants

  • Grant cycles are competitive and unpredictable

  • In-person performances are the strongest engagement driver

  • Current digital presence is informational, not experiential

  • 80% of revenue comes from grants

  • Grant cycles are competitive and unpredictable

  • In-person performances are the strongest engagement driver

  • Current digital presence is informational, not experiential

Competitive Analysis

Competitive Analysis

Competitive Analysis

We Analyzed 4 platforms across culture, education, streaming, and community

We Analyzed 4 platforms across culture, education, streaming, and community

We Analyzed 4 platforms across culture, education, streaming, and community

Content-Rich Platforms

Content-Rich Platforms

High Quality, Low Engagement

High Quality, Low Engagement

Extensive archives

Professional curation

Passive consumption

Low return visits

Community Platforms

Community Platforms

High Engagement, Shallow Depth

High Engagement, Shallow Depth

Active participation

Social connection

Cultural authenticity

Sustainable revenue

Focus Groups

Focus Groups

Focus Groups

3

Focus Groups

6-8

Participants Each

3

Segments

Digital history often feels like reference material, not lived experience

Digital history often feels like reference material, not lived experience

Users want to feel connected to the narrative

Users want to feel connected to the narrative

Trauma-focused narratives dominate online content

Trauma-focused narratives dominate online content

Users want creativity, continuity, and joy alongside struggle

Users want creativity, continuity, and joy alongside struggle

Shared experiences significantly increase emotional resonance

Shared experiences significantly increase emotional resonance

Community amplifies meaning and memory

Community amplifies meaning and memory

User Interviews & Data Synthesis

User Interviews & Data Synthesis

User Interviews & Data Synthesis

Quantitative Signals

Quantitative Signals

Quantitative Signals

Quantitative Signals

79%

79%

of Black teens want deeper historical learning

of Black teens want deeper historical learning

18%

18%

trust social media as an accurate source

trust social media as an accurate source

64%

64%

learn history through informal, lived sources

learn history through informal, lived sources

Synthesized user needs

Synthesized user needs

Synthesized user needs

Trust

Interactivity

Community

Continuity

Early Usability Validation

Early Usability Validation

Early Usability Validation

Before committing to a concept, we validated core assumptions:

Before committing to a concept, we validated core assumptions:

Before committing to a concept, we validated core assumptions:

  • Solo vs shared learning

  • Passive vs participatory formats

  • Presence or absence of progression

  • Solo vs shared learning

  • Passive vs participatory formats

  • Presence or absence of progression

  • Solo vs shared learning

  • Passive vs participatory formats

  • Presence or absence of progression

  • Solo vs shared learning

  • Passive vs participatory formats

  • Presence or absence of progression

Outcome

Outcome

Outcome

Outcome

  • Shared experiences held attention longer

  • Passive consumption caused disengagement

  • Users wanted something lasting after learning

  • Shared experiences held attention longer

  • Passive consumption caused disengagement

  • Users wanted something lasting after learning

  • Shared experiences held attention longer

  • Passive consumption caused disengagement

  • Users wanted something lasting after learning

  • Shared experiences held attention longer

  • Passive consumption caused disengagement

  • Users wanted something lasting after learning

PROBLEM STATEMENT

PROBLEM STATEMENT

PROBLEM STATEMENT

"How might we help people experience African American history together and build lasting cultural ownership, while enabling Freetown Village to scale its mission sustainably beyond physical space?"

"How might we help people experience African American history together and build lasting cultural ownership, while enabling Freetown Village to scale its mission sustainably beyond physical space?"

"How might we help people experience African American history together and build lasting cultural ownership, while enabling Freetown Village to scale its mission sustainably beyond physical space?"

DIVERGE

DIVERGE

DIVERGE

Ideation & Sketching

Ideation & Sketching

Ideation & Sketching

Ideation & Sketching

With a clear problem definition, we explored multiple experience models without prematurely converging.

With a clear problem definition, we explored multiple experience models without prematurely converging.

Concepts Explored

Concepts Explored

Concepts Explored

Static Digital Archive

Static Digital Archive

Course-based Learning

Course-based Learning

Community Forum

Community Forum

Streaming Only

Streaming Only

hybrid live +Progression

hybrid live +Progression

Low-fidelity sketches focused on experience flow, not UI polish:

Low-fidelity sketches focused on experience flow, not UI polish:

  • How users enter

  • Where emotional peaks occur

  • What motivates return visits

  • How users enter

  • Where emotional peaks occur

  • What motivates return visits

  • How users enter

  • Where emotional peaks occur

  • What motivates return visits

  • How users enter

  • Where emotional peaks occur

  • What motivates return visits

Key learning from divergence

Key learning from divergence

Key learning from divergence

Key learning from divergence

  • No single model worked in isolation.

  • The strongest concepts combined shared experience with personal ownership.

  • No single model worked in isolation.

  • The strongest concepts combined shared experience with personal ownership.

  • No single model worked in isolation.

  • The strongest concepts combined shared experience with personal ownership.

  • No single model worked in isolation.

  • The strongest concepts combined shared experience with personal ownership.

CONVERGE

CONVERGE

CONVERGE

Decision Making & Solution Selection

Decision Making & Solution Selection

Decision Making & Solution Selection

Decision Making & Solution Selection

From research synthesis, four principles guided all decisions:

From research synthesis, four principles guided all decisions:

From research synthesis, four principles guided all decisions:

From research synthesis, four principles guided all decisions:

01

Trust before scale

Trust before scale

Cultural authenticity is non-negotiable

Cultural authenticity is non-negotiable

02

Participation over consumption

Participation over consumption

Active engagement drives retention

Active engagement drives retention

03

Community over virality

Community over virality

Depth of connection matters more than reach

Depth of connection matters more than reach

04

Progression builds identity

Progression builds identity

Ownership creates lasting engagement

Ownership creates lasting engagement

FINAL SOLUTION

FINAL SOLUTION

FINAL SOLUTION

A digital cultural ecosystem built around two inseparable core experiences, supported by business and IoT layers.

A digital cultural ecosystem built around two inseparable core experiences, supported by business and IoT layers.

A digital cultural ecosystem built around two inseparable core experiences, supported by business and IoT layers.

A digital cultural ecosystem built around two inseparable core experiences, supported by business and IoT layers.

Core Experience 1: Watch Parties

Core Experience 1: Watch Parties

Core Experience 1: Watch Parties

What They Are

What They Are

What They Are

  • Live & recorded cultural performances

  • Public and private rooms

  • Real-time chat, polls & quizzes

  • Live & recorded cultural performances

  • Public and private rooms

  • Real-time chat, polls & quizzes

  • Live & recorded cultural performances

  • Public and private rooms

  • Real-time chat, polls & quizzes

Why Watch Parties

Why Watch Parties

Why Watch Parties

  • Replicate Freetown village’s in-person performances

  • Reinforce learning as communal

  • Build emotional resonance and trust

  • Replicate Freetown village’s in-person performances

  • Reinforce learning as communal

  • Build emotional resonance and trust

  • Replicate Freetown village’s in-person performances

  • Reinforce learning as communal

  • Build emotional resonance and trust

UX Insight: History is remembered socially, not individually.

UX Insight: History is remembered socially, not individually.

UX Insight: History is remembered socially, not individually.

Core Experience 2: Personal 3D Museum

Core Experience 2: Personal 3D Museum

Core Experience 2: Personal 3D Museum

Why a 3D Museum

Why a 3D Museum

Why a 3D Museum

  • People remember space, not lists

  • Objects gain meaning through placement

  • Movement strengthens memory & emotional recall

  • People remember space, not lists

  • Objects gain meaning through placement

  • Movement strengthens memory & emotional recall

  • People remember space, not lists

  • Objects gain meaning through placement

  • Movement strengthens memory & emotional recall

What the 3D Museum Enables

What the 3D Museum Enables

What the 3D Museum Enables

  • Artifacts are earned, not browsed

  • Each user builds a personal cultural space

  • Museums grow over time

  • Artifacts are earned, not browsed

  • Each user builds a personal cultural space

  • Museums grow over time

  • Artifacts are earned, not browsed

  • Each user builds a personal cultural space

  • Museums grow over time

UX Insight: Shared experiences make history feel real, trusted, and communal.

UX Insight: Shared experiences make history feel real, trusted, and communal.

UX Insight: Shared experiences make history feel real, trusted, and communal.

PROTOTYPE

PROTOTYPE

PROTOTYPE

Prototyping Approach

Prototyping Approach

Prototyping Approach

Low-Fidelity

Low-Fidelity

Flow validation

Flow validation

Mid-Fidelity

Mid-Fidelity

Interaction clarity

Interaction clarity

Clickable Prototype

Clickable Prototype

Usability testing

Usability testing

Core Prototype Flows

Core Prototype Flows

Core Prototype Flows

Joining a Watch Party

Joining a Watch Party

Joining a Watch Party

Participating live

Participating live

Participating live

Earning points

Earning points

Earning points

Unlocking an artifact

Unlocking an artifact

Unlocking an artifact

Placing artifacts inside 3DMuseum

Placing artifacts inside 3DMuseum

Placing artifacts inside 3DMuseum

View Prototype

View Prototype

TEST

TEST

TEST

User Testing & Validation

User Testing & Validation

User Testing & Validation

User Testing & Validation

Key learning

Key learning

Key learning

Key learning

  • Watch Parties were intuitive

  • The 3D Museum needed clearer onboarding

  • Users valued ownership more than gamified rewards

  • Watch Parties were intuitive

  • The 3D Museum needed clearer onboarding

  • Users valued ownership more than gamified rewards

  • Watch Parties were intuitive

  • The 3D Museum needed clearer onboarding

  • Users valued ownership more than gamified rewards

  • Watch Parties were intuitive

  • The 3D Museum needed clearer onboarding

  • Users valued ownership more than gamified rewards

LEARN & ITERATE

LEARN & ITERATE

LEARN & ITERATE

Findings & Next Steps

Findings & Next Steps

Findings & Next Steps

Findings & Next Steps

Simplified Museum Onboarding

Simplified Museum Onboarding

Added contextual tooltips and guided first-time experience

Added contextual tooltips and guided first-time experience

Clearer Progression Explanation

Clearer Progression Explanation

Made points system and artifact unlocking more transparent

Made points system and artifact unlocking more transparent

Reduced Cognitive Load

Reduced Cognitive Load

Streamlined 3D navigation controls and interactions

Streamlined 3D navigation controls and interactions

Ethical Donation Prompts

Ethical Donation Prompts

Contextual giving opportunities that never block access

Contextual giving opportunities that never block access

REVENUE MODEL

REVENUE MODEL

REVENUE MODEL

This project treats revenue as part of the experience, not an afterthought.

This project treats revenue as part of the experience, not an afterthought.

This project treats revenue as part of the experience, not an afterthought.

Ticketed Events

Ticketed Events

Donations

Donations

Merchandise

Merchandise

Partnerships

Partnerships

IoT Ecosystem

IoT Ecosystem

IoT Ecosystem

Bridging Physical & Digital Culture

Bridging Physical & Digital Culture

Bridging Physical & Digital Culture

Bridging Physical & Digital Culture

This platform extends beyond screens into an IoT-enabled ecosystem.

This platform extends beyond screens into an IoT-enabled ecosystem.

This platform extends beyond screens into an IoT-enabled ecosystem.

This platform extends beyond screens into an IoT-enabled ecosystem.

IoT Touchpoints

IoT Touchpoints

IoT Touchpoints

IoT Touchpoints

  • Smart TV casting for watch parties

  • QR/NFC artifact unlocks at live events

  • Multi-device syncing

  • Smart TV casting for watch parties

  • QR/NFC artifact unlocks at live events

  • Multi-device syncing

  • Smart TV casting for watch parties

  • QR/NFC artifact unlocks at live events

  • Multi-device syncing

  • Smart TV casting for watch parties

  • QR/NFC artifact unlocks at live events

  • Multi-device syncing

Example flow

Example flow

Example flow

Attend live performance

Attend live performance

Attend live performance

Scan QR

Scan QR

Scan QR

Artifact unlocks

Artifact unlocks

Artifact unlocks

Appears in personal 3D Museum

Appears in personal 3D Museum

Appears in personal 3D Museum

FINAL REFLECTION

FINAL REFLECTION

FINAL REFLECTION

“This project went beyond designing screens to designing a system, where shared experiences create meaning, ownership builds connection, and sustainability supports culture. By combining Watch Parties with a personal 3D Museum, the platform transforms history from something people consume into something they experience together and carry forward.”

“This project went beyond designing screens to designing a system, where shared experiences create meaning, ownership builds connection, and sustainability supports culture. By combining Watch Parties with a personal 3D Museum, the platform transforms history from something people consume into something they experience together and carry forward.”

“This project went beyond designing screens to designing a system, where shared experiences create meaning, ownership builds connection, and sustainability supports culture. By combining Watch Parties with a personal 3D Museum, the platform transforms history from something people consume into something they experience together and carry forward.”

Designed
for the Multiverse of Users

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image

Designed for the Multiverse of Users

"From first click to final scroll, let’s create experiences that transcend timelines."

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Designed for the Multiverse of Users

"From first click to final scroll, let’s create experiences that transcend timelines."

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Designed for the Multiverse of Users

"From first click to final scroll, let’s create experiences that transcend timelines."

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ADVAIT R

©2026 V3

SAN DIEGO, CA

ADVAIT R

©2026 V3

SAN DIEGO, CA

ADVAIT R

©2026 V3

SAN DIEGO, CA

ADVAIT R

©2026 V3

SAN DIEGO, CA